/*
-----------------------------------------------------------------------------
This source file is part of OGRE
    (Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2006 Torus Knot Software Ltd
Also see acknowledgements in Readme.html

This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.

This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.

You may alternatively use this source under the terms of a specific version of
the OGRE Unrestricted License provided you have obtained such a license from
Torus Knot Software Ltd.
-----------------------------------------------------------------------------
*/
#include "OgreStableHeaders.h"
#include "OgreMesh.h"

#include "OgreSubMesh.h"
#include "OgreLogManager.h"
#include "OgreMeshSerializer.h"
#include "OgreSkeletonManager.h"
#include "OgreHardwareBufferManager.h"
#include "OgreStringConverter.h"
#include "OgreException.h"
#include "OgreMeshManager.h"
#include "OgreEdgeListBuilder.h"
#include "OgreAnimation.h"
#include "OgreAnimationState.h"
#include "OgreAnimationTrack.h"
#include "OgreOptimisedUtil.h"
#include "OgreTangentSpaceCalc.h"

namespace Ogre {
    //-----------------------------------------------------------------------
    MeshPtr::MeshPtr(const ResourcePtr& r) : SharedPtr<Mesh>()
    {
		// lock & copy other mutex pointer
        OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME)
        {
		    OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
		    OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
            pRep = static_cast<Mesh*>(r.getPointer());
            pUseCount = r.useCountPointer();
            if (pUseCount)
            {
                ++(*pUseCount);
            }
        }
    }
    //-----------------------------------------------------------------------
    MeshPtr& MeshPtr::operator=(const ResourcePtr& r)
    {
        if (pRep == static_cast<Mesh*>(r.getPointer()))
            return *this;
        release();
		// lock & copy other mutex pointer
        OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME)
        {
		    OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
		    OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
            pRep = static_cast<Mesh*>(r.getPointer());
            pUseCount = r.useCountPointer();
            if (pUseCount)
            {
                ++(*pUseCount);
            }
        }
		else
		{
			// RHS must be a null pointer
			assert(r.isNull() && "RHS must be null if it has no mutex!");
			setNull();
		}
        return *this;
    }
    //-----------------------------------------------------------------------
    void MeshPtr::destroy(void)
    {
        // We're only overriding so that we can destroy after full definition of Mesh
        SharedPtr<Mesh>::destroy();
    }
    //-----------------------------------------------------------------------
    //-----------------------------------------------------------------------
    //-----------------------------------------------------------------------
    Mesh::Mesh(ResourceManager* creator, const String& name, ResourceHandle handle,
        const String& group, bool isManual, ManualResourceLoader* loader)
        : Resource(creator, name, handle, group, isManual, loader),
        mBoundRadius(0.0f),
        mBoneAssignmentsOutOfDate(false),
        mIsLodManual(false),
        mNumLods(1),
        mVertexBufferUsage(HardwareBuffer::HBU_STATIC_WRITE_ONLY),
        mIndexBufferUsage(HardwareBuffer::HBU_STATIC_WRITE_ONLY),
        mVertexBufferShadowBuffer(true),
        mIndexBufferShadowBuffer(true),
        mPreparedForShadowVolumes(false),
        mEdgeListsBuilt(false),
        mAutoBuildEdgeLists(true), // will be set to false by serializers of 1.30 and above
		mSharedVertexDataAnimationType(VAT_NONE),
		mAnimationTypesDirty(true),
		sharedVertexData(0)
    {

		// Init first (manual) lod
		MeshLodUsage lod;
		lod.fromDepthSquared = 0.0f;
        lod.edgeData = NULL;
        lod.manualMesh.setNull();
		mMeshLodUsageList.push_back(lod);

    }
    //-----------------------------------------------------------------------
    Mesh::~Mesh()
    {
        // have to call this here reather than in Resource destructor
        // since calling virtual methods in base destructors causes crash
        unload();
    }
    //-----------------------------------------------------------------------
    SubMesh* Mesh::createSubMesh()
    {
        SubMesh* sub = OGRE_NEW SubMesh();
        sub->parent = this;

        mSubMeshList.push_back(sub);

		if (isLoaded())
			_dirtyState();

        return sub;
    }
    //-----------------------------------------------------------------------
    SubMesh* Mesh::createSubMesh(const String& name)
	{
		SubMesh *sub = createSubMesh();
		nameSubMesh(name, (ushort)mSubMeshList.size()-1);
		return sub ;
	}
    //-----------------------------------------------------------------------
    unsigned short Mesh::getNumSubMeshes() const
    {
        return static_cast< unsigned short >( mSubMeshList.size() );
    }

    //---------------------------------------------------------------------
	void Mesh::nameSubMesh(const String& name, ushort index)
	{
		mSubMeshNameMap[name] = index ;
	}

    //-----------------------------------------------------------------------
    SubMesh* Mesh::getSubMesh(const String& name) const
	{
		ushort index = _getSubMeshIndex(name);
		return getSubMesh(index);
	}
    //-----------------------------------------------------------------------
    SubMesh* Mesh::getSubMesh(unsigned short index) const
    {
        if (index >= mSubMeshList.size())
        {
            OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
                "Index out of bounds.",
                "Mesh::getSubMesh");
        }

        return mSubMeshList[index];
    }
	//-----------------------------------------------------------------------
	void Mesh::postLoadImpl(void)
	{
		// Prepare for shadow volumes?
		if (MeshManager::getSingleton().getPrepareAllMeshesForShadowVolumes())
		{
			if (mEdgeListsBuilt || mAutoBuildEdgeLists)
			{
				prepareForShadowVolume();
			}

			if (!mEdgeListsBuilt && mAutoBuildEdgeLists)
			{
				buildEdgeList();
			}
		}
	}
	//-----------------------------------------------------------------------
    void Mesh::prepareImpl()
    {
        // Load from specified 'name'
        if (getCreator()->getVerbose())
            LogManager::getSingleton().logMessage("Mesh: Loading "+mName+".");

        mFreshFromDisk =
            ResourceGroupManager::getSingleton().openResource(
				mName, mGroup, true, this);
 
        // fully prebuffer into host RAM
        mFreshFromDisk = DataStreamPtr(OGRE_NEW MemoryDataStream(mName,mFreshFromDisk));
    }
    //-----------------------------------------------------------------------
    void Mesh::unprepareImpl()
    {
        mFreshFromDisk.setNull();
    }
    void Mesh::loadImpl()
    {
        MeshSerializer serializer;
        serializer.setListener(MeshManager::getSingleton().getListener());

        // If the only copy is local on the stack, it will be cleaned
        // up reliably in case of exceptions, etc
        DataStreamPtr data(mFreshFromDisk);
        mFreshFromDisk.setNull();

        if (data.isNull()) {
            OGRE_EXCEPT(Exception::ERR_INVALID_STATE,
                        "Data doesn't appear to have been prepared in " + mName,
                        "Mesh::loadImpl()");
        }

		serializer.importMesh(data, this);

        /* check all submeshes to see if their materials should be
           updated.  If the submesh has texture aliases that match those
           found in the current material then a new material is created using
           the textures from the submesh.
        */
        updateMaterialForAllSubMeshes();
    }

    //-----------------------------------------------------------------------
    void Mesh::unloadImpl()
    {
        // Teardown submeshes
        for (SubMeshList::iterator i = mSubMeshList.begin();
            i != mSubMeshList.end(); ++i)
        {
            OGRE_DELETE *i;
        }
        if (sharedVertexData)
        {
            OGRE_DELETE sharedVertexData;
            sharedVertexData = NULL;
        }
		// Clear SubMesh lists
		mSubMeshList.clear();
		mSubMeshNameMap.clear();
        // Removes all LOD data
        removeLodLevels();
        mPreparedForShadowVolumes = false;

		// remove all poses & animations
		removeAllAnimations();
		removeAllPoses();

        // Clear bone assignments
        mBoneAssignments.clear();
        mBoneAssignmentsOutOfDate = false;

        // Removes reference to skeleton
        setSkeletonName(StringUtil::BLANK);
    }

    //-----------------------------------------------------------------------
    MeshPtr Mesh::clone(const String& newName, const String& newGroup)
    {
        // This is a bit like a copy constructor, but with the additional aspect of registering the clone with
        //  the MeshManager

        // New Mesh is assumed to be manually defined rather than loaded since you're cloning it for a reason
        String theGroup;
        if (newGroup == StringUtil::BLANK)
        {
            theGroup = this->getGroup();
        }
        else
        {
            theGroup = newGroup;
        }
        MeshPtr newMesh = MeshManager::getSingleton().createManual(newName, theGroup);

        // Copy submeshes first
        std::vector<SubMesh*>::iterator subi;
        SubMesh* newSub;
        for (subi = mSubMeshList.begin(); subi != mSubMeshList.end(); ++subi)
        {
            newSub = newMesh->createSubMesh();
            newSub->mMaterialName = (*subi)->mMaterialName;
            newSub->mMatInitialised = (*subi)->mMatInitialised;
            newSub->operationType = (*subi)->operationType;
            newSub->useSharedVertices = (*subi)->useSharedVertices;
            newSub->extremityPoints = (*subi)->extremityPoints;

            if (!(*subi)->useSharedVertices)
            {
                // Copy unique vertex data
				newSub->vertexData = (*subi)->vertexData->clone();
                // Copy unique index map
                newSub->blendIndexToBoneIndexMap = (*subi)->blendIndexToBoneIndexMap;
            }

            // Copy index data
            OGRE_DELETE newSub->indexData;
			newSub->indexData = (*subi)->indexData->clone();
            // Copy any bone assignments
            newSub->mBoneAssignments = (*subi)->mBoneAssignments;
            newSub->mBoneAssignmentsOutOfDate = (*subi)->mBoneAssignmentsOutOfDate;
            // Copy texture aliases
            newSub->mTextureAliases = (*subi)->mTextureAliases;

            // Copy lod face lists
            newSub->mLodFaceList.reserve((*subi)->mLodFaceList.size());
            ProgressiveMesh::LODFaceList::const_iterator facei;
            for (facei = (*subi)->mLodFaceList.begin(); facei != (*subi)->mLodFaceList.end(); ++facei) {
                IndexData* newIndexData = (*facei)->clone();
                newSub->mLodFaceList.push_back(newIndexData);
            }
        }

        // Copy shared geometry and index map, if any
        if (sharedVertexData)
        {
            newMesh->sharedVertexData = sharedVertexData->clone();
            newMesh->sharedBlendIndexToBoneIndexMap = sharedBlendIndexToBoneIndexMap;
        }

		// Copy submesh names
		newMesh->mSubMeshNameMap = mSubMeshNameMap ;
        // Copy any bone assignments
        newMesh->mBoneAssignments = mBoneAssignments;
        newMesh->mBoneAssignmentsOutOfDate = mBoneAssignmentsOutOfDate;
        // Copy bounds
        newMesh->mAABB = mAABB;
        newMesh->mBoundRadius = mBoundRadius;

		newMesh->mIsLodManual = mIsLodManual;
		newMesh->mNumLods = mNumLods;
		newMesh->mMeshLodUsageList = mMeshLodUsageList;
        // Unreference edge lists, otherwise we'll delete the same lot twice, build on demand
        MeshLodUsageList::iterator lodi;
        for (lodi = newMesh->mMeshLodUsageList.begin(); lodi != newMesh->mMeshLodUsageList.end(); ++lodi) {
            MeshLodUsage& lod = *lodi;
            lod.edgeData = NULL;
            // TODO: Copy manual lod meshes
        }

		newMesh->mVertexBufferUsage = mVertexBufferUsage;
		newMesh->mIndexBufferUsage = mIndexBufferUsage;
		newMesh->mVertexBufferShadowBuffer = mVertexBufferShadowBuffer;
		newMesh->mIndexBufferShadowBuffer = mIndexBufferShadowBuffer;

        newMesh->mSkeletonName = mSkeletonName;
        newMesh->mSkeleton = mSkeleton;

		// Keep prepared shadow volume info (buffers may already be prepared)
		newMesh->mPreparedForShadowVolumes = mPreparedForShadowVolumes;

		// mEdgeListsBuilt and edgeData of mMeshLodUsageList
		// will up to date on demand. Not copied since internal references, and mesh
		// data may be altered
		
		// Clone vertex animation
		for (AnimationList::iterator i = mAnimationsList.begin();
			i != mAnimationsList.end(); ++i)
		{
			Animation *newAnim = i->second->clone(i->second->getName());
			newMesh->mAnimationsList[i->second->getName()] = newAnim;
		}
		// Clone pose list
		for (PoseList::iterator i = mPoseList.begin(); i != mPoseList.end(); ++i)
		{
			Pose* newPose = (*i)->clone();
			newMesh->mPoseList.push_back(newPose);
		}
		newMesh->mSharedVertexDataAnimationType = mSharedVertexDataAnimationType;
		newMesh->mAnimationTypesDirty = true;


        newMesh->load();
        newMesh->touch();

        return newMesh;

    }
    //-----------------------------------------------------------------------
    const AxisAlignedBox& Mesh::getBounds(void) const
    {
        return mAABB;
    }
    //-----------------------------------------------------------------------
    void Mesh::_setBounds(const AxisAlignedBox& bounds, bool pad)
    {
        mAABB = bounds;
        Vector3 max = mAABB.getMaximum();
        Vector3 min = mAABB.getMinimum();
		mBoundRadius = Math::boundingRadiusFromAABB(mAABB);

        if (pad)
        {
            // Pad out the AABB a little, helps with most bounds tests
            Vector3 scaler = (max - min) * MeshManager::getSingleton().getBoundsPaddingFactor();
            mAABB.setExtents(min  - scaler, max + scaler);
            // Pad out the sphere a little too
            mBoundRadius = mBoundRadius + (mBoundRadius * MeshManager::getSingleton().getBoundsPaddingFactor());
        }
        else
        {
            mAABB.setExtents(min, max);
            mBoundRadius = mBoundRadius;
        }

    }
    //-----------------------------------------------------------------------
    void Mesh::_setBoundingSphereRadius(Real radius)
    {
        mBoundRadius = radius;
    }
    //-----------------------------------------------------------------------
    void Mesh::setSkeletonName(const String& skelName)
    {
		if (skelName != mSkeletonName)
		{
			mSkeletonName = skelName;

			if (skelName.empty())
			{
				// No skeleton
				mSkeleton.setNull();
			}
			else
			{
				// Load skeleton
				try {
					mSkeleton = SkeletonManager::getSingleton().load(skelName, mGroup);
				}
				catch (...)
				{
					mSkeleton.setNull();
					// Log this error
					String msg = "Unable to load skeleton ";
					msg += skelName + " for Mesh " + mName
						+ ". This Mesh will not be animated. "
						+ "You can ignore this message if you are using an offline tool.";
					LogManager::getSingleton().logMessage(msg);

				}


			}
			if (isLoaded())
				_dirtyState();
		}
    }
    //-----------------------------------------------------------------------
    bool Mesh::hasSkeleton(void) const
    {
        return !(mSkeletonName.empty());
    }
    //-----------------------------------------------------------------------
    const SkeletonPtr& Mesh::getSkeleton(void) const
    {
        return mSkeleton;
    }
    //-----------------------------------------------------------------------
    void Mesh::addBoneAssignment(const VertexBoneAssignment& vertBoneAssign)
    {
        mBoneAssignments.insert(
            VertexBoneAssignmentList::value_type(vertBoneAssign.vertexIndex, vertBoneAssign));
        mBoneAssignmentsOutOfDate = true;
    }
    //-----------------------------------------------------------------------
    void Mesh::clearBoneAssignments(void)
    {
        mBoneAssignments.clear();
        mBoneAssignmentsOutOfDate = true;
    }
    //-----------------------------------------------------------------------
    void Mesh::_initAnimationState(AnimationStateSet* animSet)
    {
		// Animation states for skeletal animation
		if (hasSkeleton())
		{
			// Delegate to Skeleton
			assert(!mSkeleton.isNull() && "Skeleton not present");
			mSkeleton->_initAnimationState(animSet);

			// Take the opportunity to update the compiled bone assignments
            _updateCompiledBoneAssignments();
		}

		// Animation states for vertex animation
		for (AnimationList::iterator i = mAnimationsList.begin();
			i != mAnimationsList.end(); ++i)
		{
			// Only create a new animation state if it doesn't exist
			// We can have the same named animation in both skeletal and vertex
			// with a shared animation state affecting both, for combined effects
			// The animations should be the same length if this feature is used!
			if (!animSet->hasAnimationState(i->second->getName()))
			{
				animSet->createAnimationState(i->second->getName(), 0.0,
					i->second->getLength());
			}

		}

    }
	//---------------------------------------------------------------------
	void Mesh::_refreshAnimationState(AnimationStateSet* animSet)
	{
		if (hasSkeleton())
		{
			mSkeleton->_refreshAnimationState(animSet);
		}

		// Merge in any new vertex animations
		AnimationList::iterator i;
		for (i = mAnimationsList.begin(); i != mAnimationsList.end(); ++i)
		{
			Animation* anim = i->second;
			// Create animation at time index 0, default params mean this has weight 1 and is disabled
			const String& animName = anim->getName();
			if (!animSet->hasAnimationState(animName))
			{
				animSet->createAnimationState(animName, 0.0, anim->getLength());
			}
			else
			{
				// Update length incase changed
				AnimationState* animState = animSet->getAnimationState(animName);
				animState->setLength(anim->getLength());
				animState->setTimePosition(std::min(anim->getLength(), animState->getTimePosition()));
			}
		}

	}
    //-----------------------------------------------------------------------
    void Mesh::_updateCompiledBoneAssignments(void)
    {
        if (mBoneAssignmentsOutOfDate)
            _compileBoneAssignments();

        SubMeshList::iterator i;
        for (i = mSubMeshList.begin(); i != mSubMeshList.end(); ++i)
        {
            if ((*i)->mBoneAssignmentsOutOfDate)
            {
                (*i)->_compileBoneAssignments();
            }
        }
    }
    //-----------------------------------------------------------------------
    typedef std::multimap<Real, Mesh::VertexBoneAssignmentList::iterator> WeightIteratorMap;
    unsigned short Mesh::_rationaliseBoneAssignments(size_t vertexCount, Mesh::VertexBoneAssignmentList& assignments)
    {
        // Iterate through, finding the largest # bones per vertex
        unsigned short maxBones = 0;
		bool existsNonSkinnedVertices = false;
        VertexBoneAssignmentList::iterator i;

        for (size_t v = 0; v < vertexCount; ++v)
        {
            // Get number of entries for this vertex
            unsigned short currBones = static_cast<unsigned short>(assignments.count(v));
			if (currBones <= 0)
				existsNonSkinnedVertices = true;

            // Deal with max bones update
            // (note this will record maxBones even if they exceed limit)
            if (maxBones < currBones)
                maxBones = currBones;
            // does the number of bone assignments exceed limit?
            if (currBones > OGRE_MAX_BLEND_WEIGHTS)
            {
                // To many bone assignments on this vertex
                // Find the start & end (end is in iterator terms ie exclusive)
                std::pair<VertexBoneAssignmentList::iterator, VertexBoneAssignmentList::iterator> range;
                // map to sort by weight
                WeightIteratorMap weightToAssignmentMap;
                range = assignments.equal_range(v);
                // Add all the assignments to map
                for (i = range.first; i != range.second; ++i)
                {
                    // insert value weight->iterator
                    weightToAssignmentMap.insert(
                        WeightIteratorMap::value_type(i->second.weight, i));
                }
                // Reverse iterate over weight map, remove lowest n
                unsigned short numToRemove = currBones - OGRE_MAX_BLEND_WEIGHTS;
                WeightIteratorMap::iterator remIt = weightToAssignmentMap.begin();

                while (numToRemove--)
                {
                    // Erase this one
                    assignments.erase(remIt->second);
                    ++remIt;
                }
            } // if (currBones > OGRE_MAX_BLEND_WEIGHTS)

            // Make sure the weights are normalised
            // Do this irrespective of whether we had to remove assignments or not
            //   since it gives us a guarantee that weights are normalised
            //  We assume this, so it's a good idea since some modellers may not
            std::pair<VertexBoneAssignmentList::iterator, VertexBoneAssignmentList::iterator> normalise_range = assignments.equal_range(v);
            Real totalWeight = 0;
            // Find total first
            for (i = normalise_range.first; i != normalise_range.second; ++i)
            {
                totalWeight += i->second.weight;
            }
            // Now normalise if total weight is outside tolerance
            if (!Math::RealEqual(totalWeight, 1.0f))
            {
                for (i = normalise_range.first; i != normalise_range.second; ++i)
                {
                    i->second.weight = i->second.weight / totalWeight;
                }
            }

        }

		if (maxBones > OGRE_MAX_BLEND_WEIGHTS)
		{
            // Warn that we've reduced bone assignments
            LogManager::getSingleton().logMessage("WARNING: the mesh '" + mName + "' "
                "includes vertices with more than " +
                StringConverter::toString(OGRE_MAX_BLEND_WEIGHTS) + " bone assignments. "
                "The lowest weighted assignments beyond this limit have been removed, so "
                "your animation may look slightly different. To eliminate this, reduce "
                "the number of bone assignments per vertex on your mesh to " +
                StringConverter::toString(OGRE_MAX_BLEND_WEIGHTS) + ".");
            // we've adjusted them down to the max
            maxBones = OGRE_MAX_BLEND_WEIGHTS;

        }

		if (existsNonSkinnedVertices)
		{
            // Warn that we've non-skinned vertices
            LogManager::getSingleton().logMessage("WARNING: the mesh '" + mName + "' "
                "includes vertices without bone assignments. Those vertices will "
				"transform to wrong position when skeletal animation enabled. "
				"To eliminate this, assign at least one bone assignment per vertex "
				"on your mesh.");
		}

        return maxBones;
    }
    //-----------------------------------------------------------------------
    void  Mesh::_compileBoneAssignments(void)
    {
        unsigned short maxBones =
            _rationaliseBoneAssignments(sharedVertexData->vertexCount, mBoneAssignments);

        if (maxBones != 0)
        {
            compileBoneAssignments(mBoneAssignments, maxBones, 
                sharedBlendIndexToBoneIndexMap, sharedVertexData);
        }

        mBoneAssignmentsOutOfDate = false;
    }
    //---------------------------------------------------------------------
    void Mesh::buildIndexMap(const VertexBoneAssignmentList& boneAssignments,
        IndexMap& boneIndexToBlendIndexMap, IndexMap& blendIndexToBoneIndexMap)
    {
        if (boneAssignments.empty())
        {
            // Just in case
            boneIndexToBlendIndexMap.clear();
            blendIndexToBoneIndexMap.clear();
            return;
        }

        typedef std::set<unsigned short> BoneIndexSet;
        BoneIndexSet usedBoneIndices;

        // Collect actually used bones
        VertexBoneAssignmentList::const_iterator itVBA, itendVBA;
        itendVBA = boneAssignments.end();
        for (itVBA = boneAssignments.begin(); itVBA != itendVBA; ++itVBA)
        {
            usedBoneIndices.insert(itVBA->second.boneIndex);
        }

        // Allocate space for index map
        blendIndexToBoneIndexMap.resize(usedBoneIndices.size());
        boneIndexToBlendIndexMap.resize(*usedBoneIndices.rbegin() + 1);

        // Make index map between bone index and blend index
        BoneIndexSet::const_iterator itBoneIndex, itendBoneIndex;
        unsigned short blendIndex = 0;
        itendBoneIndex = usedBoneIndices.end();
        for (itBoneIndex = usedBoneIndices.begin(); itBoneIndex != itendBoneIndex; ++itBoneIndex, ++blendIndex)
        {
            boneIndexToBlendIndexMap[*itBoneIndex] = blendIndex;
            blendIndexToBoneIndexMap[blendIndex] = *itBoneIndex;
        }
    }
    //---------------------------------------------------------------------
    void Mesh::compileBoneAssignments(
        const VertexBoneAssignmentList& boneAssignments,
        unsigned short numBlendWeightsPerVertex,
        IndexMap& blendIndexToBoneIndexMap,
        VertexData* targetVertexData)
    {
        // Create or reuse blend weight / indexes buffer
        // Indices are always a UBYTE4 no matter how many weights per vertex
        // Weights are more specific though since they are Reals
        VertexDeclaration* decl = targetVertexData->vertexDeclaration;
        VertexBufferBinding* bind = targetVertexData->vertexBufferBinding;
        unsigned short bindIndex;

        // Build the index map brute-force. It's possible to store the index map
        // in .mesh, but maybe trivial.
        IndexMap boneIndexToBlendIndexMap;
        buildIndexMap(boneAssignments, boneIndexToBlendIndexMap, blendIndexToBoneIndexMap);

        const VertexElement* testElem =
            decl->findElementBySemantic(VES_BLEND_INDICES);
        if (testElem)
        {
            // Already have a buffer, unset it & delete elements
            bindIndex = testElem->getSource();
            // unset will cause deletion of buffer
            bind->unsetBinding(bindIndex);
            decl->removeElement(VES_BLEND_INDICES);
            decl->removeElement(VES_BLEND_WEIGHTS);
        }
        else
        {
            // Get new binding
            bindIndex = bind->getNextIndex();
        }

        HardwareVertexBufferSharedPtr vbuf =
            HardwareBufferManager::getSingleton().createVertexBuffer(
                sizeof(unsigned char)*4 + sizeof(float)*numBlendWeightsPerVertex,
                targetVertexData->vertexCount,
                HardwareBuffer::HBU_STATIC_WRITE_ONLY,
                true // use shadow buffer
                );
        // bind new buffer
        bind->setBinding(bindIndex, vbuf);
        const VertexElement *pIdxElem, *pWeightElem;

        // add new vertex elements
        // Note, insert directly after all elements using the same source as
        // position to abide by pre-Dx9 format restrictions
        const VertexElement* firstElem = decl->getElement(0);
        if(firstElem->getSemantic() == VES_POSITION)
        {
            unsigned short insertPoint = 1;
            while (insertPoint < decl->getElementCount() &&
                decl->getElement(insertPoint)->getSource() == firstElem->getSource())
            {
                ++insertPoint;
            }
            const VertexElement& idxElem =
                decl->insertElement(insertPoint, bindIndex, 0, VET_UBYTE4, VES_BLEND_INDICES);
            const VertexElement& wtElem =
                decl->insertElement(insertPoint+1, bindIndex, sizeof(unsigned char)*4,
                VertexElement::multiplyTypeCount(VET_FLOAT1, numBlendWeightsPerVertex),
                VES_BLEND_WEIGHTS);
            pIdxElem = &idxElem;
            pWeightElem = &wtElem;
        }
        else
        {
            // Position is not the first semantic, therefore this declaration is
            // not pre-Dx9 compatible anyway, so just tack it on the end
            const VertexElement& idxElem =
                decl->addElement(bindIndex, 0, VET_UBYTE4, VES_BLEND_INDICES);
            const VertexElement& wtElem =
                decl->addElement(bindIndex, sizeof(unsigned char)*4,
                VertexElement::multiplyTypeCount(VET_FLOAT1, numBlendWeightsPerVertex),
                VES_BLEND_WEIGHTS);
            pIdxElem = &idxElem;
            pWeightElem = &wtElem;
        }

        // Assign data
        size_t v;
        VertexBoneAssignmentList::const_iterator i, iend;
        i = boneAssignments.begin();
		iend = boneAssignments.end();
        unsigned char *pBase = static_cast<unsigned char*>(
            vbuf->lock(HardwareBuffer::HBL_DISCARD));
        // Iterate by vertex
        float *pWeight;
        unsigned char *pIndex;
        for (v = 0; v < targetVertexData->vertexCount; ++v)
        {
            /// Convert to specific pointers
            pWeightElem->baseVertexPointerToElement(pBase, &pWeight);
            pIdxElem->baseVertexPointerToElement(pBase, &pIndex);
            for (unsigned short bone = 0; bone < numBlendWeightsPerVertex; ++bone)
            {
                // Do we still have data for this vertex?
                if (i != iend && i->second.vertexIndex == v)
                {
                    // If so, write weight
                    *pWeight++ = i->second.weight;
                    *pIndex++ = boneIndexToBlendIndexMap[i->second.boneIndex];
                    ++i;
                }
                else
                {
                    // Ran out of assignments for this vertex, use weight 0 to indicate empty
                    *pWeight++ = 0.0f;
                    *pIndex++ = 0;
                }
            }
            pBase += vbuf->getVertexSize();
        }

        vbuf->unlock();

    }
    //---------------------------------------------------------------------
    void Mesh::_notifySkeleton(SkeletonPtr& pSkel)
    {
        mSkeleton = pSkel;
        mSkeletonName = pSkel->getName();
    }
    //---------------------------------------------------------------------
    Mesh::BoneAssignmentIterator Mesh::getBoneAssignmentIterator(void)
    {
        return BoneAssignmentIterator(mBoneAssignments.begin(),
            mBoneAssignments.end());
    }
    //---------------------------------------------------------------------
    const String& Mesh::getSkeletonName(void) const
    {
        return mSkeletonName;
    }
    //---------------------------------------------------------------------
    void Mesh::generateLodLevels(const LodDistanceList& lodDistances,
        ProgressiveMesh::VertexReductionQuota reductionMethod, Real reductionValue)
    {
#if OGRE_DEBUG_MODE
        Real prev = 0;
        for (LodDistanceList::const_iterator it = lodDistances.begin();
            it != lodDistances.end(); ++it)
        {
            Real cur = (*it) * (*it);
            assert(cur >= prev && "The lod distances must be sort ascending");
            prev = cur;
        }
#endif

        removeLodLevels();

		LogManager::getSingleton().stream()
			<< "Generating " << lodDistances.size()
			<< " lower LODs for mesh " << mName;

        SubMeshList::iterator isub, isubend;
        isubend = mSubMeshList.end();
        for (isub = mSubMeshList.begin(); isub != isubend; ++isub)
        {
            // check if triangles are present
            if ((*isub)->indexData->indexCount > 0)
            {
                // Set up data for reduction
                VertexData* pVertexData = (*isub)->useSharedVertices ? sharedVertexData : (*isub)->vertexData;

                ProgressiveMesh pm(pVertexData, (*isub)->indexData);
                pm.build(
                static_cast<ushort>(lodDistances.size()),
                    &((*isub)->mLodFaceList),
                    reductionMethod, reductionValue);

            }
            else
            {
                // create empty index data for each lod
                for (size_t i = 0; i < lodDistances.size(); ++i)
                {
                    (*isub)->mLodFaceList.push_back(OGRE_NEW IndexData);
                }
            }
        }

        // Iterate over the lods and record usage
        LodDistanceList::const_iterator idist, idistend;
        idistend = lodDistances.end();
        mMeshLodUsageList.resize(lodDistances.size() + 1);
        MeshLodUsageList::iterator ilod = mMeshLodUsageList.begin();
        for (idist = lodDistances.begin(); idist != idistend; ++idist)
        {
            // Record usage
            MeshLodUsage& lod = *++ilod;
            lod.fromDepthSquared = (*idist) * (*idist);
            lod.edgeData = 0;
            lod.manualMesh.setNull();
        }
        mNumLods = static_cast<ushort>(lodDistances.size() + 1);
    }
    //---------------------------------------------------------------------
    ushort Mesh::getNumLodLevels(void) const
    {
        return mNumLods;
    }
    //---------------------------------------------------------------------
    const MeshLodUsage& Mesh::getLodLevel(ushort index) const
    {
        assert(index < mMeshLodUsageList.size());
        if (mIsLodManual && index > 0 && mMeshLodUsageList[index].manualMesh.isNull())
        {
            // Load the mesh now
			try {
				mMeshLodUsageList[index].manualMesh =
					MeshManager::getSingleton().load(
						mMeshLodUsageList[index].manualName,
						mGroup);
				// get the edge data, if required
				if (!mMeshLodUsageList[index].edgeData)
				{
					mMeshLodUsageList[index].edgeData =
						mMeshLodUsageList[index].manualMesh->getEdgeList(0);
				}
			}
			catch (Exception& )
			{
				LogManager::getSingleton().stream()
					<< "Error while loading manual LOD level "
					<< mMeshLodUsageList[index].manualName
					<< " - this LOD level will not be rendered. You can "
					<< "ignore this error in offline mesh tools.";
			}

        }
        return mMeshLodUsageList[index];
    }
    //---------------------------------------------------------------------
	struct ManualLodSortLess :
	public std::binary_function<const MeshLodUsage&, const MeshLodUsage&, bool>
	{
		bool operator() (const MeshLodUsage& mesh1, const MeshLodUsage& mesh2)
		{
			// sort ascending by depth
			return mesh1.fromDepthSquared < mesh2.fromDepthSquared;
		}
	};
	void Mesh::createManualLodLevel(Real fromDepth, const String& meshName)
	{

		// Basic prerequisites
        assert(fromDepth > 0 && "The LOD depth must be greater than zero");
        assert((mIsLodManual || mNumLods == 1) && "Generated LODs already in use!");

		mIsLodManual = true;
		MeshLodUsage lod;
		lod.fromDepthSquared = fromDepth * fromDepth;
		lod.manualName = meshName;
		lod.manualMesh.setNull();
        lod.edgeData = 0;
		mMeshLodUsageList.push_back(lod);
		++mNumLods;

		std::sort(mMeshLodUsageList.begin(), mMeshLodUsageList.end(), ManualLodSortLess());
	}
    //---------------------------------------------------------------------
	void Mesh::updateManualLodLevel(ushort index, const String& meshName)
	{

		// Basic prerequisites
		assert(mIsLodManual && "Not using manual LODs!");
		assert(index != 0 && "Can't modify first lod level (full detail)");
		assert(index < mMeshLodUsageList.size() && "Index out of bounds");
		// get lod
		MeshLodUsage* lod = &(mMeshLodUsageList[index]);

		lod->manualName = meshName;
		lod->manualMesh.setNull();
        if (lod->edgeData) OGRE_DELETE lod->edgeData;
        lod->edgeData = 0;
	}
    //---------------------------------------------------------------------
	ushort Mesh::getLodIndex(Real depth) const
	{
		return getLodIndexSquaredDepth(depth * depth);
	}
    //---------------------------------------------------------------------
	ushort Mesh::getLodIndexSquaredDepth(Real squaredDepth) const
	{
		MeshLodUsageList::const_iterator i, iend;
		iend = mMeshLodUsageList.end();
		ushort index = 0;
		for (i = mMeshLodUsageList.begin(); i != iend; ++i, ++index)
		{
			if (i->fromDepthSquared > squaredDepth)
			{
				return index - 1;
			}
		}

		// If we fall all the way through, use the highest value
		return static_cast<ushort>(mMeshLodUsageList.size() - 1);


	}
    //---------------------------------------------------------------------
	void Mesh::_setLodInfo(unsigned short numLevels, bool isManual)
	{
        assert(!mEdgeListsBuilt && "Can't modify LOD after edge lists built");

		// Basic prerequisites
        assert(numLevels > 0 && "Must be at least one level (full detail level must exist)");

		mNumLods = numLevels;
		mMeshLodUsageList.resize(numLevels);
		// Resize submesh face data lists too
		for (SubMeshList::iterator i = mSubMeshList.begin(); i != mSubMeshList.end(); ++i)
		{
			(*i)->mLodFaceList.resize(numLevels - 1);
		}
		mIsLodManual = isManual;
	}
    //---------------------------------------------------------------------
	void Mesh::_setLodUsage(unsigned short level, MeshLodUsage& usage)
	{
        assert(!mEdgeListsBuilt && "Can't modify LOD after edge lists built");

		// Basic prerequisites
		assert(level != 0 && "Can't modify first lod level (full detail)");
		assert(level < mMeshLodUsageList.size() && "Index out of bounds");

		mMeshLodUsageList[level] = usage;
	}
    //---------------------------------------------------------------------
	void Mesh::_setSubMeshLodFaceList(unsigned short subIdx, unsigned short level,
		IndexData* facedata)
	{
        assert(!mEdgeListsBuilt && "Can't modify LOD after edge lists built");

		// Basic prerequisites
		assert(!mIsLodManual && "Not using generated LODs!");
        assert(subIdx <= mSubMeshList.size() && "Index out of bounds");
		assert(level != 0 && "Can't modify first lod level (full detail)");
		assert(level <= mSubMeshList[subIdx]->mLodFaceList.size() && "Index out of bounds");

		SubMesh* sm = mSubMeshList[subIdx];
		sm->mLodFaceList[level - 1] = facedata;

	}
    //---------------------------------------------------------------------
	ushort Mesh::_getSubMeshIndex(const String& name) const
	{
		SubMeshNameMap::const_iterator i = mSubMeshNameMap.find(name) ;
		if (i == mSubMeshNameMap.end())
            OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "No SubMesh named " + name + " found.",
                "Mesh::_getSubMeshIndex");

		return i->second;
	}
    //---------------------------------------------------------------------
    void Mesh::removeLodLevels(void)
    {
        if (!mIsLodManual)
        {
            // Remove data from SubMeshes
            SubMeshList::iterator isub, isubend;
            isubend = mSubMeshList.end();
            for (isub = mSubMeshList.begin(); isub != isubend; ++isub)
            {
                (*isub)->removeLodLevels();
            }
        }

        freeEdgeList();
        mMeshLodUsageList.clear();

        // Reinitialise
        mNumLods = 1;
		// Init first (manual) lod
		MeshLodUsage lod;
		lod.fromDepthSquared = 0.0f;
        lod.edgeData = 0;
        lod.manualMesh.setNull();
		mMeshLodUsageList.push_back(lod);
		mIsLodManual = false;


    }
    //---------------------------------------------------------------------
    Real Mesh::getBoundingSphereRadius(void) const
    {
        return mBoundRadius;
    }
    //---------------------------------------------------------------------
	void Mesh::setVertexBufferPolicy(HardwareBuffer::Usage vbUsage, bool shadowBuffer)
	{
		mVertexBufferUsage = vbUsage;
		mVertexBufferShadowBuffer = shadowBuffer;
	}
    //---------------------------------------------------------------------
	void Mesh::setIndexBufferPolicy(HardwareBuffer::Usage vbUsage, bool shadowBuffer)
	{
		mIndexBufferUsage = vbUsage;
		mIndexBufferShadowBuffer = shadowBuffer;
	}
    //---------------------------------------------------------------------
    void Mesh::organiseTangentsBuffer(VertexData *vertexData,
        VertexElementSemantic targetSemantic, unsigned short index, 
		unsigned short sourceTexCoordSet)
    {
	    VertexDeclaration *vDecl = vertexData->vertexDeclaration ;
	    VertexBufferBinding *vBind = vertexData->vertexBufferBinding ;

	    const VertexElement *tangentsElem = vDecl->findElementBySemantic(targetSemantic, index);
	    bool needsToBeCreated = false;

	    if (!tangentsElem)
        { // no tex coords with index 1
			    needsToBeCreated = true ;
	    }
        else if (tangentsElem->getType() != VET_FLOAT3)
        {
            //  buffer exists, but not 3D
            OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
                "Target semantic set already exists but is not 3D, therefore "
				"cannot contain tangents. Pick an alternative destination semantic. ",
                "Mesh::organiseTangentsBuffer");
	    }

	    HardwareVertexBufferSharedPtr newBuffer;
	    if (needsToBeCreated)
        {
            // To be most efficient with our vertex streams,
            // tack the new tangents onto the same buffer as the
            // source texture coord set
            const VertexElement* prevTexCoordElem =
                vertexData->vertexDeclaration->findElementBySemantic(
                    VES_TEXTURE_COORDINATES, sourceTexCoordSet);
            if (!prevTexCoordElem)
            {
                OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
                    "Cannot locate the first texture coordinate element to "
					"which to append the new tangents.", 
					"Mesh::orgagniseTangentsBuffer");
            }
            // Find the buffer associated with  this element
            HardwareVertexBufferSharedPtr origBuffer =
                vertexData->vertexBufferBinding->getBuffer(
                    prevTexCoordElem->getSource());
            // Now create a new buffer, which includes the previous contents
            // plus extra space for the 3D coords
		    newBuffer = HardwareBufferManager::getSingleton().createVertexBuffer(
                origBuffer->getVertexSize() + 3*sizeof(float),
                vertexData->vertexCount,
			    origBuffer->getUsage(),
			    origBuffer->hasShadowBuffer() );
            // Add the new element
		    vDecl->addElement(
                prevTexCoordElem->getSource(),
                origBuffer->getVertexSize(),
                VET_FLOAT3,
                targetSemantic,
                index);
            // Now copy the original data across
            unsigned char* pSrc = static_cast<unsigned char*>(
                origBuffer->lock(HardwareBuffer::HBL_READ_ONLY));
            unsigned char* pDest = static_cast<unsigned char*>(
                newBuffer->lock(HardwareBuffer::HBL_DISCARD));
            size_t vertSize = origBuffer->getVertexSize();
            for (size_t v = 0; v < vertexData->vertexCount; ++v)
            {
                // Copy original vertex data
                memcpy(pDest, pSrc, vertSize);
                pSrc += vertSize;
                pDest += vertSize;
                // Set the new part to 0 since we'll accumulate in this
                memset(pDest, 0, sizeof(float)*3);
                pDest += sizeof(float)*3;
            }
            origBuffer->unlock();
            newBuffer->unlock();

            // Rebind the new buffer
            vBind->setBinding(prevTexCoordElem->getSource(), newBuffer);
	    }
    }
    //---------------------------------------------------------------------
    void Mesh::buildTangentVectors(VertexElementSemantic targetSemantic, 
		unsigned short sourceTexCoordSet, unsigned short index, 
		bool splitMirrored, bool splitRotated, bool storeParityInW)
    {

		TangentSpaceCalc tangentsCalc;
		tangentsCalc.setSplitMirrored(splitMirrored);
		tangentsCalc.setSplitRotated(splitRotated);
		tangentsCalc.setStoreParityInW(storeParityInW);

		// shared geometry first
		if (sharedVertexData)
		{
			tangentsCalc.setVertexData(sharedVertexData);
			bool found = false;
			for (SubMeshList::iterator i = mSubMeshList.begin(); i != mSubMeshList.end(); ++i)
			{
				SubMesh* sm = *i;
				if (sm->useSharedVertices)
				{
					tangentsCalc.addIndexData(sm->indexData);
					found = true;
				}
			}
			if (found)
			{
				TangentSpaceCalc::Result res = 
					tangentsCalc.build(targetSemantic, sourceTexCoordSet, index);

				// If any vertex splitting happened, we have to give them bone assignments
				if (getSkeletonName() != StringUtil::BLANK)
				{
					for (TangentSpaceCalc::IndexRemapList::iterator r = res.indexesRemapped.begin(); 
						r != res.indexesRemapped.end(); ++r)
					{
						TangentSpaceCalc::IndexRemap& remap = *r;
						// Copy all bone assignments from the split vertex
						VertexBoneAssignmentList::iterator vbstart = mBoneAssignments.lower_bound(remap.splitVertex.first);
						VertexBoneAssignmentList::iterator vbend = mBoneAssignments.upper_bound(remap.splitVertex.first);
						for (VertexBoneAssignmentList::iterator vba = vbstart; vba != vbend; ++vba)
						{
							VertexBoneAssignment newAsgn = vba->second;
							newAsgn.vertexIndex = static_cast<unsigned int>(remap.splitVertex.second);
							// multimap insert doesn't invalidate iterators
							addBoneAssignment(newAsgn);
						}
						
					}

				}
			}
		}

		// Dedicated geometry
		for (SubMeshList::iterator i = mSubMeshList.begin(); i != mSubMeshList.end(); ++i)
		{
			SubMesh* sm = *i;
			if (!sm->useSharedVertices)
			{
				tangentsCalc.clear();
				tangentsCalc.setVertexData(sm->vertexData);
				tangentsCalc.addIndexData(sm->indexData);
				TangentSpaceCalc::Result res = 
					tangentsCalc.build(targetSemantic, sourceTexCoordSet, index);

				// If any vertex splitting happened, we have to give them bone assignments
				if (getSkeletonName() != StringUtil::BLANK)
				{
					for (TangentSpaceCalc::IndexRemapList::iterator r = res.indexesRemapped.begin(); 
						r != res.indexesRemapped.end(); ++r)
					{
						TangentSpaceCalc::IndexRemap& remap = *r;
						// Copy all bone assignments from the split vertex
						VertexBoneAssignmentList::const_iterator vbstart = 
							sm->getBoneAssignments().lower_bound(remap.splitVertex.first);
						VertexBoneAssignmentList::const_iterator vbend = 
							sm->getBoneAssignments().upper_bound(remap.splitVertex.first);
						for (VertexBoneAssignmentList::const_iterator vba = vbstart; vba != vbend; ++vba)
						{
							VertexBoneAssignment newAsgn = vba->second;
							newAsgn.vertexIndex = static_cast<unsigned int>(remap.splitVertex.second);
							// multimap insert doesn't invalidate iterators
							sm->addBoneAssignment(newAsgn);
						}

					}

				}
			}
		}

    }
    //---------------------------------------------------------------------
    bool Mesh::suggestTangentVectorBuildParams(VertexElementSemantic targetSemantic,
		unsigned short& outSourceCoordSet, unsigned short& outIndex)
    {
        // Go through all the vertex data and locate source and dest (must agree)
        bool sharedGeometryDone = false;
        bool foundExisting = false;
		VertexElementSemantic foundSemantic = VES_TEXTURE_COORDINATES;
        bool firstOne = true;
        SubMeshList::iterator i, iend;
        iend = mSubMeshList.end();
        for (i = mSubMeshList.begin(); i != iend; ++i)
        {
            SubMesh* sm = *i;
            VertexData* vertexData;

            if (sm->useSharedVertices)
            {
                if (sharedGeometryDone)
                    continue;
                vertexData = sharedVertexData;
                sharedGeometryDone = true;
            }
            else
            {
                vertexData = sm->vertexData;
            }

            const VertexElement *sourceElem = 0;
            unsigned short targetIndex = 0;
            for (targetIndex = 0; targetIndex < OGRE_MAX_TEXTURE_COORD_SETS; ++targetIndex)
            {
                const VertexElement* testElem =
                    vertexData->vertexDeclaration->findElementBySemantic(
                        VES_TEXTURE_COORDINATES, targetIndex);
                if (!testElem)
                    break; // finish if we've run out, t will be the target

                if (!sourceElem)
                {
                    // We're still looking for the source texture coords
                    if (testElem->getType() == VET_FLOAT2)
                    {
                        // Ok, we found it
                        sourceElem = testElem;
                    }
                }
                
				if(!foundExisting && targetSemantic == VES_TEXTURE_COORDINATES)
                {
                    // We're looking for the destination
                    // Check to see if we've found a possible
                    if (testElem->getType() == VET_FLOAT3)
                    {
                        // This is a 3D set, might be tangents
                        foundExisting = true;
						foundSemantic = VES_TEXTURE_COORDINATES;
                    }

                }

            }

			if (!foundExisting && targetSemantic != VES_TEXTURE_COORDINATES)
			{
				targetIndex = 0;
				// Look for existing semantic
				const VertexElement* testElem =
					vertexData->vertexDeclaration->findElementBySemantic(
					targetSemantic, targetIndex);
				if (testElem)
				{
					foundExisting = true;
					foundSemantic = targetSemantic;
				}

			}

            // After iterating, we should have a source and a possible destination (t)
            if (!sourceElem)
            {
                OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
                    "Cannot locate an appropriate 2D texture coordinate set for "
                    "all the vertex data in this mesh to create tangents from. ",
                    "Mesh::suggestTangentVectorBuildParams");
            }
            // Check that we agree with previous decisions, if this is not the
            // first one, and if we're not just using the existing one
            if (!firstOne && !foundExisting)
            {
                if (sourceElem->getIndex() != outSourceCoordSet)
                {
                    OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
                        "Multiple sets of vertex data in this mesh disagree on "
                        "the appropriate index to use for the source texture coordinates. "
                        "This ambiguity must be rectified before tangents can be generated.",
                        "Mesh::suggestTangentVectorBuildParams");
                }
                if (targetIndex != outIndex)
                {
                    OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
                        "Multiple sets of vertex data in this mesh disagree on "
                        "the appropriate index to use for the target texture coordinates. "
                        "This ambiguity must be rectified before tangents can be generated.",
                        "Mesh::suggestTangentVectorBuildParams");
                }
            }

            // Otherwise, save this result
            outSourceCoordSet = sourceElem->getIndex();
            outIndex = targetIndex;

            firstOne = false;

       }

        return foundExisting;

    }
    //---------------------------------------------------------------------
    void Mesh::buildEdgeList(void)
    {
        if (mEdgeListsBuilt)
            return;

        // Loop over LODs
        for (unsigned int lodIndex = 0; lodIndex < mMeshLodUsageList.size(); ++lodIndex)
        {
            // use getLodLevel to enforce loading of manual mesh lods
            MeshLodUsage& usage = const_cast<MeshLodUsage&>(getLodLevel(lodIndex));

			bool atLeastOneIndexSet = false;

            if (mIsLodManual && lodIndex != 0)
            {
                // Delegate edge building to manual mesh
                // It should have already built it's own edge list while loading
				if (!usage.manualMesh.isNull())
				{
					usage.edgeData = usage.manualMesh->getEdgeList(0);
				}
            }
            else
            {
                // Build
                EdgeListBuilder eb;
                size_t vertexSetCount = 0;

                if (sharedVertexData)
                {
                    eb.addVertexData(sharedVertexData);
                    vertexSetCount++;
                }

                // Prepare the builder using the submesh information
                SubMeshList::iterator i, iend;
                iend = mSubMeshList.end();
                for (i = mSubMeshList.begin(); i != iend; ++i)
                {
                    SubMesh* s = *i;
					if (s->operationType != RenderOperation::OT_TRIANGLE_FAN && 
						s->operationType != RenderOperation::OT_TRIANGLE_LIST && 
						s->operationType != RenderOperation::OT_TRIANGLE_STRIP)
					{
                        // create empty edge data and skip
						usage.edgeData = OGRE_NEW EdgeData();
                        continue;
					}
                    if (s->useSharedVertices)
                    {
                        // Use shared vertex data, index as set 0
                        if (lodIndex == 0)
                        {
                            eb.addIndexData(s->indexData, 0, s->operationType);
                        }
                        else
                        {
                            eb.addIndexData(s->mLodFaceList[lodIndex-1], 0,
                                s->operationType);
                        }
                    }
                    else if(s->isBuildEdgesEnabled())
                    {
                        // own vertex data, add it and reference it directly
                        eb.addVertexData(s->vertexData);
                        if (lodIndex == 0)
                        {
                            // Base index data
                            eb.addIndexData(s->indexData, vertexSetCount++,
                                s->operationType);
                        }
                        else
                        {
                            // LOD index data
                            eb.addIndexData(s->mLodFaceList[lodIndex-1],
                                vertexSetCount++, s->operationType);
                        }

                    }
					atLeastOneIndexSet = true;
                }

                if (atLeastOneIndexSet)
				{
					usage.edgeData = eb.build();

                #if OGRE_DEBUG_MODE
                    // Override default log
                    Log* log = LogManager::getSingleton().createLog(
                        mName + "_lod" + StringConverter::toString(lodIndex) +
                        "_prepshadow.log", false, false);
                    usage.edgeData->log(log);
					// clean up log & close file handle
					LogManager::getSingleton().destroyLog(log);
                #endif
				}

            }
        }
        mEdgeListsBuilt = true;
    }
    //---------------------------------------------------------------------
    void Mesh::freeEdgeList(void)
    {
        if (!mEdgeListsBuilt)
            return;

        // Loop over LODs
        MeshLodUsageList::iterator i, iend;
        iend = mMeshLodUsageList.end();
        unsigned short index = 0;
        for (i = mMeshLodUsageList.begin(); i != iend; ++i, ++index)
        {
            MeshLodUsage& usage = *i;

            if (!mIsLodManual || index == 0)
            {
                // Only delete if we own this data
                // Manual LODs > 0 own their own
                OGRE_DELETE usage.edgeData;
            }
            usage.edgeData = NULL;
        }

        mEdgeListsBuilt = false;
    }
    //---------------------------------------------------------------------
    void Mesh::prepareForShadowVolume(void)
    {
        if (mPreparedForShadowVolumes)
            return;

        if (sharedVertexData)
        {
            sharedVertexData->prepareForShadowVolume();
        }
        SubMeshList::iterator i, iend;
        iend = mSubMeshList.end();
        for (i = mSubMeshList.begin(); i != iend; ++i)
        {
            SubMesh* s = *i;
            if (!s->useSharedVertices && 
				(s->operationType == RenderOperation::OT_TRIANGLE_FAN || 
				s->operationType == RenderOperation::OT_TRIANGLE_LIST ||
				s->operationType == RenderOperation::OT_TRIANGLE_STRIP))
            {
                s->vertexData->prepareForShadowVolume();
            }
        }
        mPreparedForShadowVolumes = true;
    }
    //---------------------------------------------------------------------
    EdgeData* Mesh::getEdgeList(unsigned int lodIndex)
    {
        // Build edge list on demand
        if (!mEdgeListsBuilt && mAutoBuildEdgeLists)
        {
            buildEdgeList();
        }

        return getLodLevel(lodIndex).edgeData;
    }
    //---------------------------------------------------------------------
    const EdgeData* Mesh::getEdgeList(unsigned int lodIndex) const
    {
        return getLodLevel(lodIndex).edgeData;
    }
    //---------------------------------------------------------------------
    void Mesh::prepareMatricesForVertexBlend(const Matrix4** blendMatrices,
        const Matrix4* boneMatrices, const IndexMap& indexMap)
    {
        assert(indexMap.size() <= 256);
        IndexMap::const_iterator it, itend;
        itend = indexMap.end();
        for (it = indexMap.begin(); it != itend; ++it)
        {
            *blendMatrices++ = boneMatrices + *it;
        }
    }
    //---------------------------------------------------------------------
    void Mesh::softwareVertexBlend(const VertexData* sourceVertexData,
        const VertexData* targetVertexData,
        const Matrix4* const* blendMatrices, size_t numMatrices,
        bool blendNormals)
    {
        float *pSrcPos = 0;
        float *pSrcNorm = 0;
        float *pDestPos = 0;
        float *pDestNorm = 0;
        float *pBlendWeight = 0;
        unsigned char* pBlendIdx = 0;
        size_t srcPosStride = 0;
        size_t srcNormStride = 0;
        size_t destPosStride = 0;
        size_t destNormStride = 0;
        size_t blendWeightStride = 0;
        size_t blendIdxStride = 0;


        // Get elements for source
        const VertexElement* srcElemPos =
            sourceVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
        const VertexElement* srcElemNorm =
            sourceVertexData->vertexDeclaration->findElementBySemantic(VES_NORMAL);
        const VertexElement* srcElemBlendIndices =
            sourceVertexData->vertexDeclaration->findElementBySemantic(VES_BLEND_INDICES);
        const VertexElement* srcElemBlendWeights =
            sourceVertexData->vertexDeclaration->findElementBySemantic(VES_BLEND_WEIGHTS);
        assert (srcElemPos && srcElemBlendIndices && srcElemBlendWeights &&
            "You must supply at least positions, blend indices and blend weights");
        // Get elements for target
        const VertexElement* destElemPos =
            targetVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
        const VertexElement* destElemNorm =
            targetVertexData->vertexDeclaration->findElementBySemantic(VES_NORMAL);

        // Do we have normals and want to blend them?
        bool includeNormals = blendNormals && (srcElemNorm != NULL) && (destElemNorm != NULL);


        // Get buffers for source
        HardwareVertexBufferSharedPtr srcPosBuf, srcNormBuf, srcIdxBuf, srcWeightBuf;
        srcPosBuf = sourceVertexData->vertexBufferBinding->getBuffer(srcElemPos->getSource());
        srcPosStride = srcPosBuf->getVertexSize();
        srcIdxBuf = sourceVertexData->vertexBufferBinding->getBuffer(srcElemBlendIndices->getSource());
        blendIdxStride = srcIdxBuf->getVertexSize();
        srcWeightBuf = sourceVertexData->vertexBufferBinding->getBuffer(srcElemBlendWeights->getSource());
        blendWeightStride = srcWeightBuf->getVertexSize();
        if (includeNormals)
        {
            srcNormBuf = sourceVertexData->vertexBufferBinding->getBuffer(srcElemNorm->getSource());
            srcNormStride = srcNormBuf->getVertexSize();
        }
        // Get buffers for target
        HardwareVertexBufferSharedPtr destPosBuf, destNormBuf;
        destPosBuf = targetVertexData->vertexBufferBinding->getBuffer(destElemPos->getSource());
        destPosStride = destPosBuf->getVertexSize();
        if (includeNormals)
        {
            destNormBuf = targetVertexData->vertexBufferBinding->getBuffer(destElemNorm->getSource());
            destNormStride = destNormBuf->getVertexSize();
        }

        void* pBuffer;

        // Lock source buffers for reading
        pBuffer = srcPosBuf->lock(HardwareBuffer::HBL_READ_ONLY);
        srcElemPos->baseVertexPointerToElement(pBuffer, &pSrcPos);
        if (includeNormals)
        {
            if (srcNormBuf != srcPosBuf)
            {
                // Different buffer
                pBuffer = srcNormBuf->lock(HardwareBuffer::HBL_READ_ONLY);
            }
            srcElemNorm->baseVertexPointerToElement(pBuffer, &pSrcNorm);
        }

        // Indices must be 4 bytes
        assert(srcElemBlendIndices->getType() == VET_UBYTE4 &&
               "Blend indices must be VET_UBYTE4");
        pBuffer = srcIdxBuf->lock(HardwareBuffer::HBL_READ_ONLY);
        srcElemBlendIndices->baseVertexPointerToElement(pBuffer, &pBlendIdx);
        if (srcWeightBuf != srcIdxBuf)
        {
            // Lock buffer
            pBuffer = srcWeightBuf->lock(HardwareBuffer::HBL_READ_ONLY);
        }
        srcElemBlendWeights->baseVertexPointerToElement(pBuffer, &pBlendWeight);
        unsigned short numWeightsPerVertex =
            VertexElement::getTypeCount(srcElemBlendWeights->getType());


        // Lock destination buffers for writing
        pBuffer = destPosBuf->lock(
            (destNormBuf != destPosBuf && destPosBuf->getVertexSize() == destElemPos->getSize()) ||
            (destNormBuf == destPosBuf && destPosBuf->getVertexSize() == destElemPos->getSize() + destElemNorm->getSize()) ?
            HardwareBuffer::HBL_DISCARD : HardwareBuffer::HBL_NORMAL);
        destElemPos->baseVertexPointerToElement(pBuffer, &pDestPos);
        if (includeNormals)
        {
            if (destNormBuf != destPosBuf)
            {
                pBuffer = destNormBuf->lock(
                    destNormBuf->getVertexSize() == destElemNorm->getSize() ?
                    HardwareBuffer::HBL_DISCARD : HardwareBuffer::HBL_NORMAL);
            }
            destElemNorm->baseVertexPointerToElement(pBuffer, &pDestNorm);
        }

        OptimisedUtil::getImplementation()->softwareVertexSkinning(
            pSrcPos, pDestPos,
            pSrcNorm, pDestNorm,
            pBlendWeight, pBlendIdx,
            blendMatrices,
            srcPosStride, destPosStride,
            srcNormStride, destNormStride,
            blendWeightStride, blendIdxStride,
            numWeightsPerVertex,
            targetVertexData->vertexCount);

        // Unlock source buffers
        srcPosBuf->unlock();
        srcIdxBuf->unlock();
        if (srcWeightBuf != srcIdxBuf)
        {
            srcWeightBuf->unlock();
        }
        if (includeNormals && srcNormBuf != srcPosBuf)
        {
            srcNormBuf->unlock();
        }
        // Unlock destination buffers
        destPosBuf->unlock();
        if (includeNormals && destNormBuf != destPosBuf)
        {
            destNormBuf->unlock();
        }

    }
	//---------------------------------------------------------------------
	void Mesh::softwareVertexMorph(Real t,
		const HardwareVertexBufferSharedPtr& b1,
		const HardwareVertexBufferSharedPtr& b2,
		VertexData* targetVertexData)
	{
		float* pb1 = static_cast<float*>(b1->lock(HardwareBuffer::HBL_READ_ONLY));
		float* pb2;
		if (b1.get() != b2.get())
		{
			pb2 = static_cast<float*>(b2->lock(HardwareBuffer::HBL_READ_ONLY));
		}
		else
		{
			// Same buffer - track with only one entry or time index exactly matching
			// one keyframe
			// For simplicity of main code, interpolate still but with same val
			pb2 = pb1;
		}

		const VertexElement* posElem =
			targetVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
		assert(posElem);
		HardwareVertexBufferSharedPtr destBuf =
			targetVertexData->vertexBufferBinding->getBuffer(
				posElem->getSource());
		assert(posElem->getSize() == destBuf->getVertexSize() &&
			"Positions must be in a buffer on their own for morphing");
		float* pdst = static_cast<float*>(
			destBuf->lock(HardwareBuffer::HBL_DISCARD));

        OptimisedUtil::getImplementation()->softwareVertexMorph(
            t, pb1, pb2, pdst,
            targetVertexData->vertexCount);

		destBuf->unlock();
		b1->unlock();
		if (b1.get() != b2.get())
			b2->unlock();
	}
	//---------------------------------------------------------------------
	void Mesh::softwareVertexPoseBlend(Real weight,
		const std::map<size_t, Vector3>& vertexOffsetMap,
		VertexData* targetVertexData)
	{
		// Do nothing if no weight
		if (weight == 0.0f)
			return;

		const VertexElement* posElem =
			targetVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
		assert(posElem);
		HardwareVertexBufferSharedPtr destBuf =
			targetVertexData->vertexBufferBinding->getBuffer(
			posElem->getSource());
		assert(posElem->getSize() == destBuf->getVertexSize() &&
			"Positions must be in a buffer on their own for pose blending");

		// Have to lock in normal mode since this is incremental
		float* pBase = static_cast<float*>(
			destBuf->lock(HardwareBuffer::HBL_NORMAL));

		// Iterate over affected vertices
		for (std::map<size_t, Vector3>::const_iterator i = vertexOffsetMap.begin();
			i != vertexOffsetMap.end(); ++i)
		{
			// Adjust pointer
			float *pdst = pBase + i->first*3;

			*pdst = *pdst + (i->second.x * weight);
			++pdst;
			*pdst = *pdst + (i->second.y * weight);
			++pdst;
			*pdst = *pdst + (i->second.z * weight);
			++pdst;

		}

		destBuf->unlock();
	}
    //---------------------------------------------------------------------
	size_t Mesh::calculateSize(void) const
	{
		// calculate GPU size
		size_t ret = 0;
		unsigned short i;
		// Shared vertices
		if (sharedVertexData)
		{
			for (i = 0;
				i < sharedVertexData->vertexBufferBinding->getBufferCount();
				++i)
			{
				ret += sharedVertexData->vertexBufferBinding
					->getBuffer(i)->getSizeInBytes();
			}
		}

		SubMeshList::const_iterator si;
		for (si = mSubMeshList.begin(); si != mSubMeshList.end(); ++si)
		{
			// Dedicated vertices
			if (!(*si)->useSharedVertices)
			{
				for (i = 0;
					i < (*si)->vertexData->vertexBufferBinding->getBufferCount();
					++i)
				{
					ret += (*si)->vertexData->vertexBufferBinding
						->getBuffer(i)->getSizeInBytes();
				}
			}
			if (!(*si)->indexData->indexBuffer.isNull())
			{
				// Index data
				ret += (*si)->indexData->indexBuffer->getSizeInBytes();
			}

		}
		return ret;
	}
	//-----------------------------------------------------------------------------
	bool Mesh::hasVertexAnimation(void) const
	{
		return !mAnimationsList.empty();
	}
	//---------------------------------------------------------------------
	VertexAnimationType Mesh::getSharedVertexDataAnimationType(void) const
	{
		if (mAnimationTypesDirty)
		{
			_determineAnimationTypes();
		}

		return mSharedVertexDataAnimationType;
	}
	//---------------------------------------------------------------------
	void Mesh::_determineAnimationTypes(void) const
	{
		// Don't check flag here; since detail checks on track changes are not
		// done, allow caller to force if they need to

		// Initialise all types to nothing
		mSharedVertexDataAnimationType = VAT_NONE;
		for (SubMeshList::const_iterator i = mSubMeshList.begin();
			i != mSubMeshList.end(); ++i)
		{
			(*i)->mVertexAnimationType = VAT_NONE;
		}

		// Scan all animations and determine the type of animation tracks
		// relating to each vertex data
		for(AnimationList::const_iterator ai = mAnimationsList.begin();
			ai != mAnimationsList.end(); ++ai)
		{
			Animation* anim = ai->second;
			Animation::VertexTrackIterator vit = anim->getVertexTrackIterator();
			while (vit.hasMoreElements())
			{
				VertexAnimationTrack* track = vit.getNext();
				ushort handle = track->getHandle();
				if (handle == 0)
				{
					// shared data
					if (mSharedVertexDataAnimationType != VAT_NONE &&
						mSharedVertexDataAnimationType != track->getAnimationType())
					{
						// Mixing of morph and pose animation on same data is not allowed
						OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
							"Animation tracks for shared vertex data on mesh "
							+ mName + " try to mix vertex animation types, which is "
							"not allowed.",
							"Mesh::_determineAnimationTypes");
					}
					mSharedVertexDataAnimationType = track->getAnimationType();
				}
				else
				{
					// submesh index (-1)
					SubMesh* sm = getSubMesh(handle-1);
					if (sm->mVertexAnimationType != VAT_NONE &&
						sm->mVertexAnimationType != track->getAnimationType())
					{
						// Mixing of morph and pose animation on same data is not allowed
						OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
							"Animation tracks for dedicated vertex data "
							+ StringConverter::toString(handle-1) + " on mesh "
							+ mName + " try to mix vertex animation types, which is "
							"not allowed.",
							"Mesh::_determineAnimationTypes");
					}
					sm->mVertexAnimationType = track->getAnimationType();

				}
			}
		}

		mAnimationTypesDirty = false;
	}
	//---------------------------------------------------------------------
	Animation* Mesh::createAnimation(const String& name, Real length)
	{
		// Check name not used
		if (mAnimationsList.find(name) != mAnimationsList.end())
		{
			OGRE_EXCEPT(
				Exception::ERR_DUPLICATE_ITEM,
				"An animation with the name " + name + " already exists",
				"Mesh::createAnimation");
		}

		Animation* ret = OGRE_NEW Animation(name, length);

		// Add to list
		mAnimationsList[name] = ret;

		// Mark animation types dirty
		mAnimationTypesDirty = true;

		return ret;

	}
	//---------------------------------------------------------------------
	Animation* Mesh::getAnimation(const String& name) const
	{
		Animation* ret = _getAnimationImpl(name);
		if (!ret)
		{
			OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
				"No animation entry found named " + name,
				"Mesh::getAnimation");
		}

		return ret;
	}
	//---------------------------------------------------------------------
	Animation* Mesh::getAnimation(unsigned short index) const
	{
		// If you hit this assert, then the index is out of bounds.
		assert( index < mAnimationsList.size() );

		AnimationList::const_iterator i = mAnimationsList.begin();

		std::advance(i, index);

		return i->second;

	}
	//---------------------------------------------------------------------
	unsigned short Mesh::getNumAnimations(void) const
	{
		return static_cast<unsigned short>(mAnimationsList.size());
	}
	//---------------------------------------------------------------------
	bool Mesh::hasAnimation(const String& name)
	{
		return _getAnimationImpl(name) != 0;
	}
	//---------------------------------------------------------------------
	Animation* Mesh::_getAnimationImpl(const String& name) const
	{
		Animation* ret = 0;
		AnimationList::const_iterator i = mAnimationsList.find(name);

		if (i != mAnimationsList.end())
		{
			ret = i->second;
		}

		return ret;

	}
	//---------------------------------------------------------------------
	void Mesh::removeAnimation(const String& name)
	{
		AnimationList::iterator i = mAnimationsList.find(name);

		if (i == mAnimationsList.end())
		{
			OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "No animation entry found named " + name,
				"Mesh::getAnimation");
		}

		OGRE_DELETE i->second;

		mAnimationsList.erase(i);

		mAnimationTypesDirty = true;
	}
	//---------------------------------------------------------------------
	void Mesh::removeAllAnimations(void)
	{
		AnimationList::iterator i = mAnimationsList.begin();
		for (; i != mAnimationsList.end(); ++i)
		{
			OGRE_DELETE i->second;
		}
		mAnimationsList.clear();
		mAnimationTypesDirty = true;
	}
	//---------------------------------------------------------------------
	VertexData* Mesh::getVertexDataByTrackHandle(unsigned short handle)
	{
		if (handle == 0)
		{
			return sharedVertexData;
		}
		else
		{
			return getSubMesh(handle-1)->vertexData;
		}
	}
	//---------------------------------------------------------------------
	Pose* Mesh::createPose(ushort target, const String& name)
	{
		Pose* retPose = OGRE_NEW Pose(target, name);
		mPoseList.push_back(retPose);
		return retPose;
	}
	//---------------------------------------------------------------------
	Pose* Mesh::getPose(ushort index)
	{
		if (index >= getPoseCount())
		{
			OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
				"Index out of bounds",
				"Mesh::getPose");
		}

		return mPoseList[index];

	}
	//---------------------------------------------------------------------
	Pose* Mesh::getPose(const String& name)
	{
		for (PoseList::iterator i = mPoseList.begin(); i != mPoseList.end(); ++i)
		{
			if ((*i)->getName() == name)
				return *i;
		}
		StringUtil::StrStreamType str;
		str << "No pose called " << name << " found in Mesh " << mName;
		OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
			str.str(),
			"Mesh::getPose");

	}
	//---------------------------------------------------------------------
	void Mesh::removePose(ushort index)
	{
		if (index >= getPoseCount())
		{
			OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
				"Index out of bounds",
				"Mesh::removePose");
		}
		PoseList::iterator i = mPoseList.begin();
		std::advance(i, index);
		OGRE_DELETE *i;
		mPoseList.erase(i);

	}
	//---------------------------------------------------------------------
	void Mesh::removePose(const String& name)
	{
		for (PoseList::iterator i = mPoseList.begin(); i != mPoseList.end(); ++i)
		{
			if ((*i)->getName() == name)
			{
				OGRE_DELETE *i;
				mPoseList.erase(i);
				return;
			}
		}
		StringUtil::StrStreamType str;
		str << "No pose called " << name << " found in Mesh " << mName;
		OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
			str.str(),
			"Mesh::removePose");
	}
	//---------------------------------------------------------------------
	void Mesh::removeAllPoses(void)
	{
		for (PoseList::iterator i = mPoseList.begin(); i != mPoseList.end(); ++i)
		{
			OGRE_DELETE *i;
		}
		mPoseList.clear();
	}
	//---------------------------------------------------------------------
	Mesh::PoseIterator Mesh::getPoseIterator(void)
	{
		return PoseIterator(mPoseList.begin(), mPoseList.end());
	}
	//---------------------------------------------------------------------
	Mesh::ConstPoseIterator Mesh::getPoseIterator(void) const
	{
		return ConstPoseIterator(mPoseList.begin(), mPoseList.end());
	}
	//-----------------------------------------------------------------------------
	const PoseList& Mesh::getPoseList(void) const
	{
		return mPoseList;
	}
	//---------------------------------------------------------------------
	void Mesh::updateMaterialForAllSubMeshes(void)
	{
        // iterate through each sub mesh and request the submesh to update its material
        std::vector<SubMesh*>::iterator subi;
        for (subi = mSubMeshList.begin(); subi != mSubMeshList.end(); ++subi)
        {
            (*subi)->updateMaterialUsingTextureAliases();
        }

    }
	//---------------------------------------------------------------------

}

